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The art and engineering of Sega CD Silpheed

fabiensanglard.net

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Re: The art and engineering of Sega CD Silpheed

#41

Earlier quoted context omitted.

It's tremendously disappointing to see Fabien stoop to using slop for his research; completely antithetical to the love for software craftsmanship I had inferred from his previous work.

I am curious to understand why you are disappointed. I used A.I to write code on a personal project. It allowed me to go much faster than if I had tried by hand. Given my time constraints, it is likely I would have never found the time to complete this project. The article was entirely written by me without A.I. Please, help me to understand.

The articles you publish are, in principle, a celebration of the cleverness in programming and hardware design behind video games; a vehicle for appreciating human craftsmanship and artistry.

LLMs are the product of taking the creative output of countless millions of people and turning it into a statistical model which completely erases the attribution for all that material. They can regurgitate interpolated, plagiarized copies of someone else's code, divorced from its original context, but they are structurally incapable of showing where that code came from, who wrote it, or why.

Using these tools, and using your public profile to contribute to the normalization of these tools, is profoundly disrespectful to the programmers, artists, and writers whose work was strip-mined by megacorporations to build those LLMs. You are prioritizing your personal convenience while enriching bad actors who are bent on obliterating the open web, open-source culture, and the craft of programming. It's dissonant.

Re: The art and engineering of Sega CD Silpheed

#42
post #4

The Sega CD is my favorite console and I was fortunate enough to have one growing up. Silpheed was unlike anything else. Unlike most FMV games, Silpheed actually felt like controlling a movie. During the first level when laser blasts are tearing through the fleet gigantic ships filling the screen with debris, I could barely believe what I was seeing. As the article points out, while it is an FMV game, it tries to foo…

The soundtrack is absolutely phenomenal. I pull it up on Youtube once a year or so just for kicks. Silpheed by Sierra On-Line for the PC — ported from the Japanese PC-8801 — was similarly good, possibly the first game I played with a proper sound card. The MT-32 version blew my twelve-year-old mind.

I have a fond childhood memory of singing along to one of the songs with my little brother a lyric we made up "One.. more... hit and you're dead, one more hit and you're dead"

Re: The art and engineering of Sega CD Silpheed

#44

I think the article is sorta wrong about the sound setup, the Mega Drive I does have a sound input on the expansion port, and mixes it into its sound output. Otherwise stuff like RF cables wouldn't get Mega CD based audio (and you can do silly stuff like a Mega Drive II, which doesn't have a headphone port, with a Mega CD I). I was going to say the patch cable setup was just a passive aid to take the Mega Drive I's m…

> I think the article is sorta wrong about the sound setup, the Mega Drive I does have a sound input on the expansion port, and mixes it into its sound output.

The Megadrive has a stereo sound input on the cartridge port too, for a total of 3 stereo sound sources (the YM2612, the MegaCD, the cartridge) plus one mono source (the SN76489 PSG).

As far as I know no original release ever used the cartridge input, but nowadays it is supported by many flashcarts to emulate the MegaCD or to provide CD quality audio tracks (MSU-MD and MD+ romhacks), and it has been used by some recent games.

Re: The art and engineering of Sega CD Silpheed

#45

Earlier quoted context omitted.

I am curious to understand why you are disappointed. I used A.I to write code on a personal project. It allowed me to go much faster than if I had tried by hand. Given my time constraints, it is likely I would have never found the time to complete this project. The article was entirely written by me without A.I. Please, help me to understand.

The articles you publish are, in principle, a celebration of the cleverness in programming and hardware design behind video games; a vehicle for appreciating human craftsmanship and artistry. LLMs are the product of taking the creative output of countless millions of people and turning it into a statistical model which completely erases the attribution for all that material. They can regurgitate interpolated, plagiar…

I don't disagree with your views, but attacking Fabien and saying he's being disrespectful seems like a stretch to me.

I think a better way to put it is that Fabien's blog is an inspiration to anyone looking to understand computers and programming in detail while taking a history tour of old games and systems. He personally has the skill to do so and then present the interesting bits of the system in a very compelling narrative. It gives people someone/thing to look up to. To find out that part of the analysis/output was produced by an LLM crunching through the code base is a major disappointment since it removes or diminishes the human element of the work.

Re: The art and engineering of Sega CD Silpheed

#46

> That was a departure from how I normally work since I did not write a single line of code. I will likely write something about my A.I framework (and opensource it) next month. If the author is around, super curious how they got to enjoy their workflow here in a side project, working with AI. This kind of situation, to me, is often where the joy is gone.

I have a writeup I want to publish about it. - I felt like Tony Stark inverting Möbius strip to solve time-space navigation with AI. - Any idea or gut feeling I had, I could verify very fast. - I had to write a mini Genesis emulator to test the pipeline and it was very pleasant to direct the LLM to write it for me (with clean code and architecture).

Excited to read if you ever get to publish! In particular 1. made me even more curious.

I do get most of my AI value on prototyping [small codebase] & summarizing.

Re: The art and engineering of Sega CD Silpheed

#49

> That was a departure from how I normally work since I did not write a single line of code. I will likely write something about my A.I framework (and opensource it) next month. If the author is around, super curious how they got to enjoy their workflow here in a side project, working with AI. This kind of situation, to me, is often where the joy is gone.

Personally, I find LLMs really fun to work with, and the more capable they are the more fun it will get. It's one hell of a force multiplier.

It is fun in a totally different way than programming is. The "fun" or "joy" isn't coming from the sense of accomplishment of writing code or building software per se. Now it feels like it is just the joy of being able to prototype or debug or reverse engineer literally anything at a pace way beyond what you could've ever hoped to before. Have you ever dreamed of developing some software, but realized it was simply too big of a scope for one person? It might not be, anymore, even if you don't go full vibecoder.

The only real problem I ever had with this was the quality of the code. Sometimes it doesn't matter, like for pure prototypes or even reverse engineering, but sometimes it does. My heart sank a bit when I tried Fable to find that it was much better at long tasks and more ambitious in general, but I still didn't like the code much more than Opus 4.7 or 4.8. However, I'm pretty pleased with the code quality of GPT 5.6 Sol. This is a silly thing to care about but I love that by default it doesn't print code comments like a CVS receipt printer adding all kinds of pointless crap that is either apparent from context or irrelevant outside of the conversation you were having. Generally I've also found it to be super good at debugging, usually able to zero in on the actual problem with surprisingly little effort, even with not much context; I wish my debugging foo was that good. I gave Codex a spare machine to test something with real hardware and it has done a fantastic job making use of it.

Then of course there's the problem that I really don't like OpenAI or Anthropic very much. But it seems the news is good there too: even if we assume open weight Chinese models are at least less than 12 months behind on coding performance, then by next year we should have quite a lot of options for how to go about things. Evidence suggests 12 months is probably an over-estimation, and even now I use GLM 5.2 quite a lot at work since it is simply good enough. So... we're getting there too.

Obviously it's a little scary to think the world may need fewer programmers when you are one, and this is maybe not the way that I wanted programming to become accessible and democratized, but beggars can't be choosers. If the future is me being able to run an army of virtual programmers on a GPU cluster, I am interested in seeing what cool shit can be done with it. And when the hype and doom cycle finally ends, I hope everyone else will realize how fucking cool it is, too.

Re: The art and engineering of Sega CD Silpheed

#50
post #4

The Sega CD is my favorite console and I was fortunate enough to have one growing up. Silpheed was unlike anything else. Unlike most FMV games, Silpheed actually felt like controlling a movie. During the first level when laser blasts are tearing through the fleet gigantic ships filling the screen with debris, I could barely believe what I was seeing. As the article points out, while it is an FMV game, it tries to foo…

Watching the video linked at the end of the article my first thought was "Starfox, eat your heart out", but watching the gameplay I noted that at its core its a really basic shooter and it can be quite hard to keep track of the enemies and projectiles with the background going nuts like that.
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